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WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

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RPG Paper Maker

The sprites that stand up all tilt at the camera, it looks a little strange. You can just anchor their rotations to the ground and have them match the camera that ways. You don't have to worry about the camera tilt being straight at the ground- the sprites all get ruined no matter your billboard mode anyways.

The feature list is pretty vague, so I have questions.

Can you make a full 3D block tile map like a PS1 RPG or are you just limited to the one plane as you show in screenshots?

Does it have a functional event script editor and engine so people could quickly make RPGs without ever typing scripts?

I will make a simplified personal 3D object editor, maybe.

That's not a maybe. This is a vital feature for anyone doing this. It is easy enough to just have a 3D block tile engine that looks cool, but it must be equally easy for someone to make 3D blocks. As an example, I have full PS1 block tile engine technology with a lighting and shader model, but it would be entirely useless in RPG20XX until I create a very easy to use 3D block editor. Such a thing would take up a significant amount of development time, hence I won't be doing it until much later.

I haven't found anyone else who is doing this (and it looking well-polished) and while my own RPG engine is functional and free, I'm not going to be integrating my 3D PS1 block tile engine for a long time. What you have here has a much more polished presentation than I've seen, and you've got what looks like a flashy impressive demo game. You should spend great effort into a easy 3D block maker and you'll probably do well when you put your product to market (especially since you have eye-catching images. if they weren't I wouldn't be here).

And finally, is there a demo for us to try?

RPG Maker MV announced for PC and MAC

Nobody's mentioning there's going to be a character compositor (mentioned on the English release page) or that the engine will use OpenGL (mentioned on the same page under requirements).

I'm impressed by only these two things from MV because: having something that assembles character parts for you can streamline both the quality and quantity of you drawing characters, and it was previously rumored VX used an inefficient software rendering method while this might imply MV's engine will rely entirely on your video card.


Also, the difference between Ruby and Javascript to me is like the difference between getting hanged or shot. At least there's a module system we hope is actually modular.

RPG Maker MV announced for PC and MAC

I'm pretty sure they're going to miss all the incredibly obvious and simple improvements that would actually make it an amazing engine and just cram a bunch of new features, remove features you actually loved, and write shitty default engine behavior all over again.

I don't really get it. It would cost you a whole lot less development to just improve what you have so that the existing features you loved are polished, you got new ones, you can open your old projects, etc. like pretty fucking much every other engine series out there. They're getting away with it almost entirely on brand recognition popularity alone these days.


Also. Time for The Price is Right! I'm going to wager a few internets that the release price will be $80.

I would shank somebody buy this if the map backend actually supported different sized tiles with appropriate collision

This. Even for many new indie releases, people use the 8px-16px scale to both save on art creation time and because the implied alias illusion can actually make those lower resolution graphics look more appealing than if they were 16px-32px or higher.

I don't see why it's surprising to have ios capabilities. ios users are a huge customer base. Anybody interested in making a commercial mobile game would want to tap into that market. Ignoring that would be an absolutely boneheaded move on any dev's part.

Not really. Android is even about to overtake Windows 7. The more ports you have to do, the harder the development becomes to make each port not suck. WIN32 + Android seems like a safe combo if you want to hit a wide market.

0.30 Released

Also download it again, it has been updated with the fix. Thanks for your feedback.

0.30 Released

UPDATE: I've found the culprit. A handful of you will be experiencing the above behavior. There is probably nothing wrong with your game project. I'll go ahead and release a fix shortly.

You still need to delete the configuration files from C:\Users\<Your Name>\AppData\Roaming\rpg20xx though.

0.30 Released

Deleting the configuration files like I mentioned should make the editor work again if it was booting before.

But I can confirm that .2xg file is crashing the latest engine binary. I get an actual "This program needs to close" error.

You also forgot to mention you were getting lots of warning messages when compiling or play testing. The compiler gives me errors when I put random files in the .bin folder. The solution I've settled on is to add guards to the compiler for it to ignore those files. It will be in the next release.

Delete the configuration files like I mentioned and re-open the editor. Then send me a ZIP of your .2xp, .bin and .dat that you used to make that x.2xg. Something strange might be going on with the project file.

0.30 Released

Help -> About. And send me the .2XG file "x.2xg".

Also try running the engine by running the engine's EXE directly out of your project folder (the editor copied those there or it couldn't have run in the first place).

0.30 Released

That log file is interesting. What does it say in the about box? The engine is indeed starting, but mysteriously closing. Also send me the .2XG file "x.2xg"

At least give people like me an option to get some help instead of lumping me in with all the idiots who don't read help files and then complain that they can't figure stuff out :( I'm not one of those.

There will be tutorials at some point.

The most recent thing would be trying to open the editor and nothing happening. Not sure if that overwrites the log from before when I could actually open the editor and couldn't test play.

Deleting the configuration files like I mentioned should make the editor work again if it was booting before.

0.30 Released

I opened a second window and copied over stuff from my 2k3 project folder like music, sounds and charset images which I later planned to convert to whatever format they need to be for 20xx. Was putting them in there so they would be close by. Oh and system images. So it's all .png and .bmp.

You can put them in their own folder next to the .2xp file.

I haven't used this engine much before so I don't know all the rules like you can't put files here and you can't save your project there. A help file would be nice of what I can/can't do, cause it seems like I'm going to making a lot of mistakes.

Nobody's going to read such a thing. I'm not sure about the resource folders, but the next release of the engine will enforce the guard against the same-folder-as-editor problem. The editor should simply say something if it is critical.

I did put the project folder in the .exe editor folder but that's what I did a while back and it worked.

Oh, so you have used a really old version of RPG20XX.

Alright, try going into C:\Users\<Your Name>\AppData\Roaming\rpg20xx and delete that folder- that's where the configuration files are. Then open the editor again. You'll have to re-open whatever game project it was.

Let me know if that fixes it.

If it doesn't, try doing a test play. After trying to do a test play and it doesn't work, you can find a file called log.txt in that same C:\Users\<Your Name>\AppData\Roaming\rpg20xx folder as before. Show me that log file and I might see something. Let me know if it isn't there, but you do see the two .cfg files in there.

The about dialog also displays some information you can use to check and see if you accidentally are running an older version of the program or not.

0.30 Released

Still, if someone does copy images in and gets endless errors on the same thing there should be some way to stop them.

I just tried doing that and it's not giving any warning messages. Can you be more specific about what you were doing here?

Same issue, can't use test play.

Can you tell me the specific behavior? Does the program itself display any warnings or make any noises?

Did you start from a blank project or one with default resources added in?

Did you put the game project in the same folder as the editor EXE itself?

Did you open a game project that you made with a way old version of RPG20XX?

Any more details can help me pinpoint what is going on.